Apricot Mapping Service.
External Memo.
From : John Slice CEO
To : Ban Danna, Argon One.
Subject : Piracy
Ban,
We had blueprints of all our custom ships stolen yesterday, along with
a Masterdon with a Gunbus, 2 of BalaGi's Headquarters and a Teladi
Shipyard on board.
We suspect a pirate group is responsible, and will make all attempts to
get our ships and the blueprints back.
However, in the meantime, the missing ships could cause a lot of damage
in Pirate hands, so please alert Argon forces to be on the look out for
them.
John.
Download Mod : http://circleofatlantis.com/games/X3/Pirate_Horror_Mod_V1.zip
Instructions :
Unzip into your X3 directory. The mod
will appear in the mods directory. Extra scripts will appear in the
scripts directory.
X00.sav will appear in the X3 directory.
Please manually copy it to your My Documents, Egosoft, X3, saves
directory (or to wherever your save games are being kept if different).
10.cat and 10.dat will appear in the mod
directory. This contains an amended PHQ definition only. If you already
have a set of '10' files (for example for EMP), then unzip to another
directory, rename 10.cat and 10.dat to the next available number, and
then manually update X3. Move into the X3 directory before starting the
game.
Start the X3 loader. Select the mod
called Pirate_Horror_Mod_v1. Start the game. Select Continue, and then
the save game in position Zero.
The game will then begin in close
proximity to your base.
WARNING :
This mod is NOT compatible with any other
mod that introduces new ships to the game. It should work fine with
EMP, but check that EMP is not 10.dat/cat and is not overwritten by
this mod. If need be, reinstall EMP after this mod, or follow the
directions above to rename the 10 files in this mod before updating X3.
Most other mods are expected to cause a
conflict if run together as false patches. If conflict occurs, remove
the other mods.
If you already have the Gunbus mod installed, this mod will overwrite
the Gunbus mod, leaving any existing ships as they were, but slightly
renamed, with a couple of minor changes you may not notice. The
shipyards will still carry the ships, but they will give you a giggle
when you see the main effect :)
------------------------------------------------
The save game bypases the "Enemy of the
State" alternative start in
the normal game.
You are safely to a non-race sector, you are flying a Pirate Masterdon
TL with a Pirate Gunbus docked internally. You
will find your HQ nearby with a set of captured Blueprints for new
Pirate ships, ready for building. There is
also another Pirate (freindly) HQ that is guarenteed trading facility
for you nearby, that you
can sell captured material to. It also stocks a lot of product, but
once gone, these will not be replaced. There is also a Pirate
(freindly) Shipyard nearby
that will buy capped ships from you. And the Pirate Base in that sector
is guarenteed freindly to you as well. Between them, you should be
self-sufficient.
Game aim : Become the biggest
bad-ass in the Universe.
Game restrictions :
All races hate you on sight, except Yaki
and some Pirates. Your pirate brethren vary as to if they think your
neutral to them or if they hate you on sight seeing you as poaching
their space. You will have to decide if you shoot at them or not. If
you do, then you will risk turning all pirates against you as well.
You have enough credits on you to buy lunch. So before you can do
anything, you must start capping ships and collecting loot.
You are can only build factories, if you
can capture a TL with them on board, capture a shipyard, or capture a
station itself.
Everything you need must come from
raiding the races and captured ships. Money can only come from selling
ships and selling what you pick up. Resources for building can only
come from scrapping ships and what you pick up. Trading as such, will
only happen if you can keep the rest of the pirates on side with you.
If your home sector is raided and the
support stations destroyed, its game over, or at the least, game got
much harder. This will only happen if you have a race response script
active in your game as well. (But adding one will certainly liven
things up even more).
Oh, btw, theres a battle going on around you at the start. Different
factions of pirates, some traders and you, are all mixed up in a bit of
a furball. There is some nice loot in space around you already if you
want to go get it immediately.
Added scripting :
Mk2 System Override Software by Cycrow.
Scrap Ships at HQ by eladan.
BeamDock by LV/Apricotslice (updated
version of DockTL).
Unified Capture by Brand-X.
If you are using DockTL, please remove
this script as Beam Dock uses the same command number and may cause a
conflict. Beam Dock replaces DockTL.
Combat note :
If you love XI's, then this is for you.
Even in lightly travelled sectors, the combat is constant. During
testing, in Rolk's Fate, the ability to pick up
dropped goods and safely collect capped ships was limited due to the
constant need to fight. In heavier trafficed sectors, this will be very
difficult. Its not a matter of clearing a Xenon sector and then
collecting things with no enemy around, because the ships just keep on
coming ! Let anything through and you waste the opportunity to cap, and
capping is your source of building new ships.
----------------------------------------------------
A note about the name of the mod.
Whenever I think of pirates, my mind goes to Gilbert and Sullivan's
"Pirates of Penzance" comic operatta.
In one place, the lyrics are "a
Pirate, Horror !".
Stuck in mind from an early age and so used for the name of the mod :)